=======
This thread describes the setting for my Campaign
BTW C&C stands for Canables and Colonials
the basic premice is several races have established very powerful civilizations including elves, dwarfs, Humans, Gnomes, Haflings and Kobalds. these races have started colanizing places al over the world for varius reasons. the locals tend 2 get a crap deal because there civilizations arnt as large powerful or advanced as the colonials. these locals are called the savages races by the colonials and they include all goblins, lizardfolk, orcs and Gnolls.
First ill go into some back story on the world. first thing you have 2 understand is leveling. its extreamly rare for anyone two go past level 7. this is because leveling dosnt occur when you kill mosters for experiance it ocurs when you have recived education or training of some kind. for instance you can get a basic job education for free and become a level 1 wizard. after that further education costs monny but even if you have cash 2 pay for it education can only take you 2 level 3. but dont fret for there are other ways 2 increase your level for instance job experiance. training as a wizard is one thing but practicing on the battlefied or other kind of real employment can raise you another 3 levels for a total of level 6. after that you can get yourself one more level by doing your own reaserch into magic. there are some who make it past level 7 but these people are prodagies like that kid who you went 2 college with but he was only 14 or Steven hawking. also making pacts with power spirits or demond for power can increase you level. buts its still impossible 2 get past level 17.
the next thing you need 2 understand is how rare magic items are. with only 9 or ten people on the planet at a time who can cast wish or other high levels spells making magic items is tedius and expensive the colonail powers have come up with ways to cheapen they process and even create massive magic weapons and magic aplifiers. however its still rare to find magic items.
alchemicals however are fairly common and any potion with spells less then level 3 can made with alchemy as well as plus 1 weapons.
the Savage races have no such luck however and have a magic item in thier culture is extreemly rare and there often considered holy relics. also magcic item not alchemicals are personalized witch means you have 2 meet some prerecuasite 2 use or activate them like being human or being the decendant of a certain person bypassing this limit is possible but very difficult.
now some backstory on specific races.
the dwarfs "a little paranoia grows a long beard"
the dwarfs are a bit paraniod they spent there years fortifieng there nations against an invasion that never came. over the years they fortified there mountian homelands so thouroghly they ran out of ways 2 improve. then they realized somthing there econemy was shot all the natural recources of there mountain home had be sold 2 other nations so they could pay for there fortications. thats why the set two colonize other places so they can save there econemy by exploiting somone elses.
The Humans "the race that never sleaps"
the humans are definined by one thing when compared 2 othere races there shor lifespan. early humans found this unfair because the other races were setting the pace of civization and the humans were going 2 be rubbed out so they decided 2 change that. they used there short life spans 2 there advantage by expanding. soon the other races realized they could keep up every time they decided two colonize the humans could do it faster. and so the other races are forced 2 keep up with the humans schedule this still didnlt make them the most powerful civilization but they now have and assured place in the hierarchy.
humand colonize because its in there nature two expand and make room for there ever growing population.
the elves "quite this is a library" elves have the longest life span and they expliot it. they are the one race that can reach level 9 reliably. an elf wizard will spend his or her life first reaching level 7 the same way the rest of the world does and then thell spend 2 cenuries in some hidden mage tower honing there skills until they emerge at level 9. and now that they have this power they seek 2 show it off since elves find being level 9 less impressive they these livel nines go 2 rub people of other races noses in there power. then once they realize no one care they go back home and take there place on the coucil of elders in what ever nation they come from. in other words most elven nations are run by a bunch of aragant level nine show off who are out 2 prove there superority over every one. and this means proving they can make a more sucessful colony.
Haflings "are you enjoying your cotton candy? good so you will be wanting the antidote then?"
halfings are wanderers. they travel the colonial world as gypsies carnies traveling circuses and acting troops as well as any other traving group you can think off. when a hafling group comes through town they leave only trash and empty wallets behind. this led a lot of people 2 dispise them and indeed there were many efforts to get rid of them. however they do there job well people love there entertainsment and so the attempts at genocide failed before they started for lack of a united front as well as generous bribes by hafling leaders to goverment officails. and so th haflings live on. hafling dont colonize but they do travel to they colonies for many reasons either for inspiration for a play or pianting or to get exotic animals for there circus or even 2 entertain the locals.
Gnome and kobalds "notice how unoticed they are?"
long ago the nations of the kobalds and gnome raged wars against each other for thousands of years until they faught 2 a stalemate and settled in for a long cold war. during this time both side emroved there traps and elisions creating ever more power illision spell and ever more dangerous traps. and then in a fluke accident the cause of whitch is debated by scholars 2 this day both nations sudenly disapeared. in the after math those few gnomes and kobalds living out side there home for varius reason were left behind unable 2 locate the lost homes and so the itegrated themselves into the societies of other nations and are considered and invaluble subculture for any nation. the gnome and kobalds both made colonies in the hopes they might be able 2 create the nations anew. but there are also gnome and kobalds working with other colinies.
the savage races have one thing im mind to deal with the outsiders. however they all ave differant ideas of how 2 do this. also there are several thing the savage races have the colonials dont. #1 knolege of the local terain #2 resistance 2 local calamaties and most importantly #3 better gene for whatever reason the god seem 2 have given the Savages races the cream of the genetic crop.
The Goblins "dont bothe with that fishin rob master let me sell some of my fish half off"
The goblins have become the subcontractors of the colonial powers while the sell the humans there gold they hide the location of there mine. and while they rent out there samarai hordes the eleminate the need for colinests to create anything more then a local melitia. there plan is 2 never let the colonails fend for themselves and while the colonails find have less work and more profits grand they fail 2 realize how dependent they are. eventual the goblins plan exploit this and earn themselves a place at the top of the colonail food chain.
Gnolls "long live the confeterasay"
the gnolls are hoplessly divided. they might be strong but there lazy and any timea tribe get 2 big it divides against itself do 2 there in ability 2 creat an effective government for large groups. they most they can mannage is a loose confetercy of tribes when there race is threatened as a whole which is what they have now. and with the confeteracy in place the feel safe enough 2 for the most part leave the colonails alone. they have addopted and ignore it and it will go away policy hoping that either one of the other savege race will deal with the colonials and save them the work.
Lizardfolk "if ya cant beat em eat em"
the lizard folk have the largest civilazations of any of they savage races they are also they only ones why have taken a completly hostile stance towars the colonails. there have been many war between them ans the colonial and although they lost most of them they willl not be dettered. the lizardfolk have a warrior culture sililer 2 the aztecs and also remenicant of the new zealand waroir tribe in the that there wizard can draw power from sacrifice and there priests can as well. as for there woriers they can draw power from there fallen adversairies by eating them. they wont rest until the colonial leave so they can reagian there rightful place as the top dogs amounst the savage races. however many races find it hard 2 chose whitch is worse the colonails or the lizardfolk being in power. as such even though the lizardfolk have the best chance of beating the colonials they lack the support they need 2 seal the deal
The orcs "if you promise to keep gowing corn we promise 2 keep stealing it"
the orc never did develop agriculture instead the bred fantastic mounts and become the scaryest mounted wariars on the planet. orcs are taught how 2 ride before there taught how to walk. in orc culture if you cant ride or horse they kill rather then let you slow them down. but geting buy is not enough for them sure then can hunt and gather but they cant produce the finer thing that other races have so they steal them. and at this point there almost nothing that can stop them they attack towns without waring with number of trained wariors that the locals cant mach and they leave long before reenforments can arrive. they would be the most dangerous foce in the colonial world exept there numbers are 2 small. without agriculture orc populations cant grow beyond a certain point without them starving. even with subiments from raid its still not enough. and so the reamain more of a rare natural disaster in the minds of other races rather then a serios threat.
these are the playable race call me for further details about making charecters they are some changes 2 almost all the races plus charecter making rules that are 2 tedius 2 explain here.
I realize that I am considering playing in the Half-Life: Full Life Consequences of D&D campaigns. Any thoughts?